I'm not sure if it's solely because of the lanterns or if it's because I just fought an Ice and Fire dragon and the forest caught on fire, but I've already had to close minecraft twice because of a lag (the one where entities and items don't respond at all, forgot what it's called) the first time I encountered these lanterns in a survival scenario.
Checking the logs, I found this:
[15:32:09] [Server thread/WARN] [minecraft/WorldServer]: Keeping entity mowziesmobs:lantern that already exists with UUID 618607cb-5e6c-493f-860a-c62a9d030a6a
And I'm not sure if they have something to do with the lag, but these also appeared:
This one came up as I loaded the world in the forest:
[15:32:06] [Server thread/WARN] [minecraft/EntityList]: Skipping Entity with id minecraft:
And this one when I flew around the forest (with wings from the Wings mod):
[15:32:12] [Client thread/WARN] [minecraft/NetHandlerPlayClient]: Received passengers for unknown entity
Again, not too sure if the lanterns caused those since I have a pretty good amount of other mods installed when these occurred.
Here is a concept that i really enjoyed brainstorming
Undead Sand Boss (Pharaoh)
NOTE: Name is just a placeholder as im bad at names, you can name it what ever you want if you like my concept.
Appearance Pharaoh’ resemble a humanoid roughly 4 to 6 blocks tall with a frail frame and only appearing as a upper torso (No Legs). Pharaoh’ are an undead monster with dark skin similar to a husk, with a rectangular head similar to a villager and lacking any visible eyes. Pharaoh’ wear ragged robes, a hood and a crown like ornament on there head resembling a bit like a circlet.
Location Pharaoh’ are found inside brand new tomb structures. After going thru the entrance (located on the surface) the player will then travel down a spiral staircase into the catacombs. The catacombs are a series of hallways. They can lead into rooms with loot or just dead ends. Husks can be found here and are much more prevalent here than other mobs. Located in the catacombs is the Pharaoh’ chambers which is a 20x20x20 room located very deep in the tomb. Inside this room is nothing but a coffin. Getting close to this coffin will trigger the coffin to burst open. The door being pried off the coffin by a undead hand. The Pharaoh will emerge as a torso, crawling out of the coffin. The Pharaoh will then lift one hand, wave it in the air for a few seconds then close its fist with a burst of orange particles coming out of it. A twister of sand will form around the Pharaoh, lifting it up to about 7-10 blocks in the air. Safe out of reach from melee attacks.
Basic Moves
The Pharaoh will circle the player, keeping about a 8-10 block distance. The Pharaoh has a basic sand projectile attack. The Pharaoh will lift its hand, a orange particle effect appearing as well. It will do this for 1-2 seconds while a ball of sand forms in its hand. The Pharaoh will then throw it at the player. It is a weak attack, but the Pharaoh uses this attack alot and at a fairly quick pace.
Advanced Moves Sand Twister The Pharaoh spins 360 degrees with one arm out. Once a full rotating is made, he swings his arm towards the player. A twister of sand forms and moves towards the player. It gets bigger and bigger until about 12 blocks where it disperses and becomes no threat. If hit however, the player will be spun around and will travel with the twister until it disappears, being dealt damage every second in contact.
Sand Cyclone The Pharaoh lifts its hands and claps them together while facing the player. Once it claps its hands a cyclone forms from its hands and stretches about 10 blocks forwards words. Anything caught is sucked in and will travel towards the Pharaoh, taking damage in the process. Once the player makes contact with the Pharaoh, it will cease the clap position and “push” the player, knocking them back a fair distance. NOTE: it cannot turn while using this move, leaving it exposed.
Sand Wave The Pharaoh stretches both hands out at a downward angle then swings them up and forward towards the target. A wave of sand stretching 6 blocks on either side of the Pharaoh forms and moves 12 blocks forward. This attack is almost impossible to dodge and can only be blocked. If caught in the wave, the player will be carried with it until it stops. Being dealt damage in the processes.
Sand “Uppercut” The Pharaoh lowers its arm downwards, forms a fist and then lifts its arm upwards. A sand fist will form under the player and will launch them about 8 blocks into the air, dealing heavy damage on impact and with fall damage dealing the rest.
Sand Minions The Pharaoh raises both hands into the air in a pushing motion. 6-10 Sand Minions will appear (their appearance can be anything really, i'm going for a simple humanoid). They are weak (10 HP they are made of sand after all) and pretty slow but can be challenging in numbers.
How to fight Range is the best way to fight a Pharaoh. After shooting it enough times it will collapse to the ground, its sandy lower half twister body disappearing and will lay there for a few seconds, giving you a chance to do some damage. The Pharaoh then slams its fist to the ground, creating a AOE blast of sand to knock attackers away and then reassemble its twister. You will repeat this until about around 90% of its health depleted (depending on how much health you give it). The Pharaoh will try to call back its twister but will be unable to. It will realize this and will give out a terrifying scream and will go into a “raged state”. While in this state, it will move towards the player at a surprisingly fast pace (with movement similar to that of a Skull Crawler from "Kong: Skull Island" only a bit more frantic as its trying to get you) and will perform two attacks.
Swat Attack Pharaoh swats the player with one arm, falling on its arm as its off balance giving you time to strike if you dodge.
Leap Attack If at a distance from the player, the Pharaoh leaps at them.
Death Once killed. The Pharaoh will give off one final scream then collapse. Giving the player some rotten flesh and a new item called the Pharaoh’ Crown (or what ever you decide to call it).
Crown
When worn by the player, the Crown has a few abilities that the player can utilize.
Basic Sand Projectile - Right Click with empty hand
Sand Twister - Hold Right Click with empty hand
Sand Twister Body - When sprinting on sand Player rises 1 block high and is able to move up 1 block without jumping.
If the player has had 80% of his/her health depleted, the Crowns effects cannot be used.
This concept is probably one of my favorites that I've come up with.
Ooh, this is pretty cool. It's a ranged boss mob with an emphasis on pushing the player around and disrupting movement with sand. I do feel like it has too many abilities; some of them are a bit redundant and others don't really play into the rest of the fight. Maybe other aspects could be tied in here, like mummy bandage attacks or a bigger role for the sarcophagus to bring more unity and variety.
I do feel like it's weakness mechanic is a bit similar to the naga and doesn't relate to the rest of the fight. Instead, it's emphasis on moving the player around could play into protecting itself from its weakness - maybe a vulnerable "core" appears during attacks that can't be hit if the player gets swept up in the sand.
I also don't really understand why the "rage state" is there. That mechanic has nothing to do with Egypt, pharaohs, sand, displacing players, etc.
The crown drop sounds like it would be fun. I like the idea that the power only works above a certain health as a balancing mechanic, but maybe that would make more sense for a different ability.
if i nametag a captured grottol will it ever despawn or disappear? i wanna have a few as pets but dont know how i would go about it.
Hm, I don't know. I haven't tried.
My guess is they will still burrow away if you let them but they won't despawn by themselves. If you encase them somewhere they can't dig, they'll likely stay there.
I also would like a pharaoh mob but I haven't put much thought in it yet. My pharaoh has a pet lizard that has two powerful hind legs but no forelimbs. Its body is somewhat thick with has a pointy head and a muscular tail like in a skink. The fingers on the hind limbs have feather-like structures on them. It has three attacks: 1) It digs under the sand and comes after you. Then it comes out, bites you, and drags you under the sand. Its teeth are so small that it only has a 50% chance to deal you half a heart of damage, so it relies on suffocation damage to kill you.
2) Pretty much attack one, but this time it hurls you into the air, dealing you fall damage. It happens when the mob fails to perform attack 1 properly.
3) It comes out and shoots sand particles at you, giving you blindness for a few seconds.
Afaik yes
This is a suggestion for a desert lizard creature, not a Pharaoh mob, yes?
I'm sorry, but this really isn't what I'm looking for. The design feels very generic to me, and the abilities sound more annoying than fun to fight against.
Could it be that lanterns dont spawn if you have dynamic trees installed? i cant find them if i run both mods.
Dunno about the other mobs tho
Hm, that wouldn't make much sense. I suppose it's possible though. Are you looking in roofed forests? They also spawn in biome-dictionary-tagged biomes with "forest" and "magical" tags.
Even with version 1.5.2 I'm still getting an issue in singleplayer where lanterns will occasionally cause the client to be seemingly permanently unable to connect to the server. Removing Mowsie's mobs does fix the issue.
I have this mod in my personal modpack and for some reason most of the mobs like the plant or the sun chief don’t spawn in the world when others do I tried changing the spawn chances but i don’t know if putting a lower number actually makes more spawning than larger numbers because normally is all the way around plz help me I don’t know what more to do
By default, a higher number means more spawning. This is how Minecraft's vanilla mob spawning system works.
However, two of my mobs, the Wroughtnaut and Barako, do not use Minecraft's vanilla mob spawning and instead spawn inside structures. Structure spawn rates are inverted: a smaller number means they are allowed to spawn more.
So, the Wroughtnaut and Barako spawn rates need to be lowered to make more of them appear. This is indicated by the configuration file, where the words "# Barako Spawnrate: Smaller number causes more spawning, 0 to disable spawning" appear twice above only those two spawn rates. Note also that the name of the mob is listed with the comment to ensure that it is clear which mob this special condition applies to.
You aren't the first person to ask me this, so maybe I need to make this even clearer in the config file. Do you have any ideas how I can make this more apparent?
Yes I’ve searched jungles in lots of worlds and finded none
Foliaaths only spawn in darkness. This is to prevent them from spawning inside player farms and eating their livestock. You won't find any unless the game is at night. They also camouflage with the foliage, so they may be there even if you can't see them.
Generic QoL Ideas, as well as mob interactions for 1.13
Flocks of Phantoms will actively try to single out and kill individual Naga
Red Folliaths (Little More HP, Little Bigger, Drops red seeds rarely)
Blue Lanterns (Blue, Water lily instead of leaves, drop gel that give momentary water breathing)
Purple Lanterns (Purple, Folliath instead of leaves, drop gel that give temporary resistance, extra durable, killing the Folliath will cause it to fall to the ground and flop around like a fish/slime)
Emerald Grottol
Now for things that won't generally happen naturally, and you will discover by playing with creative mode if added
if a Folliath bites a Grottol, the Folliath dies
Wroughtnauts and Frostmaws will actively fight each other (Frostmaw finds it a threat and tries to kill it, and it's piercing frost projectiles can rip it to shreds, whilst Wroughtnauts think it is a threat to what it protects, whatever that may be)
Also, why do Lanterns look slightly like Metroids?
I don't really see why phantoms would target nagas. Aren't they attracted to insomnia?
I don't believe in creating mob variants without a real purpose to them. It always detracts from the uniqueness of the original mob. It seems like red foliaaths are just stronger versions of regular foliaaths, which you can achieve using the config file anyway.
Why would a foliaath die from biting a grottol? I don't see the logic here.
I don't really see much point in making the frostmaws and Wrougtnauts aggro each other. I feel like this would cause some problems and resolve none.
Lanterns look like metroids? Because they're floating blob creatures, I guess. I think the resemblance stops there. Lanterns are based on wish lanterns, though, not metroids.
Oh hey. I just got an idea for a mob. It's pretty rough though, so don't expect anything super great.
Basically, I imagined some kind of floating gas cloud in the shape of a cloaked figure. It would appear dark locations, and would actively avoid light. The monster would use 4 tentacle-like smoke appendages and grab onto the player's hitbox. The player would have to attack these appendages in around 5 seconds before at least 3 of them manage to latch on properly, after which the player would be dragged into the darkness. (The player can actively resist this.)
The monster would only take 20 or 30 percent of damage while in darkness, and while in darkness would appear much more solid. As for how it's actually defeated... I couldn't think of anything good. I just had "Creepy gas tentacle monster that dislikes light" and spewed that out here. Knowing you though, you'll think of something good.
I don't see a way to implement attackable tentacles, seeing as Minecraft only supports box-shaped hitboxes. Without that, I don't feel that the idea has much substance to it. I understand that it's rough; if you develop it a bit more feel free to share again.
ALSO, mowzie, on your "snake charmer" idea:
1. Link between worlds.
2. i want a link between worlds mod (yuga staff to turn enemies into paintings, the magic ring to turn into a painting, the cracks in the walls to climb through, lorule, etc)
3: good idea.
Yeah, I got the idea from a Link Between Worlds. I won't be developing a separate mod for this, though, and any implementation in Mowzie's Mobs won't be explicitly Zelda-themed.
Sorry.
Please can anyone confirm if in the config I need to put higher numbers or lower numbers than default for spawn chances? Because the foliath doesn’t spawn and forstmaw spawns too rarely for my liking and I’m pretty sure foliath not spawning is a bug
the nagas fit perfectly like a small fight anywhere the minecraft even in the nether
and that the grottols are captured is a very good idea, it's as if they were a living diamond
note
I did it experimenting is not that it fits very well to see a giant snake with wings in the nether
are nagas supposed to spawn underground?? Because I’ve seen them spawn underground a lot I don’t know if it’s a bug from Worley’s caves or quark or this mod instead
Hmm, im having quite a problem with Naga spawning - its completely out of control:
This happens as I move down a coastline - continuous spawning until the whole game grinds to a halt with lag.
That's strange. I get very few nagas in my worlds. Is this a new world or is this after playing a while?
Do you have any mods installed that might impact mob spawning?
Feel free to adjust the spawn rate in the configuration file.
The nagas fit perfectly like a small fight anywhere in Minecraft, even at the bottom,
and that the grottols are captured is a very good idea, it's as if they were a living diamond.
Note
I did it experimenting is not that it fits very well to see a giant snake with wings inside
I do not understand what you're asking here ...
bobmowzie just wanted to say that the nagas are good as a simple mob I did not ask for anything.
in the next message I post will be about a request or if I see a bug that has not been reported
The nagas fit perfectly like a small fight anywhere in Minecraft, even at the bottom,
and that the grottols are captured is a very good idea, it's as if they were a living diamond.
Note
I did it experimenting is not that it fits very well to see a giant snake with wings inside
I do not understand what you're asking here ...
bobmowzie just wanted to say that the nagas are good as a simple mob I did not ask for anything.
in the next message I post will be about a request or if I see a bug that has not been reported
Oh! Thank you.
That's okay! Post about whatever you want. I was just confused.
The overspawning nagas is in new worlds and existing worlds where new coastal chunks are explored, I dont have any mods that could affect Mob spawning. I did however change the config spawn rates to make them rarer - the reverse effect seems to have been applied?
It appears I was confused by the line "Smaller number causes more spawning, 0 to disable spawning" which I thought applied to all the config spawning numbers.
Maybe change the config to:
"Wroughtnaut and Barako spawn inside structures and use Structure spawn rates therefore a smaller number = higher incidence of structure spawning."
and
"All other mobs use default minecraft mob spawning, so a higher number means more spawning."
I think for making it less confusing you could add like “higher numbers for more spawning” only on the creatures that actually do spawn more if higher numbers are added and like the barako and the wroughtnauts already have a title so that’s fine.
The overspawning nagas is in new worlds and existing worlds where new coastal chunks are explored, I dont have any mods that could affect Mob spawning. I did however change the config spawn rates to make them rarer - the reverse effect seems to have been applied?
It appears I was confused by the line "Smaller number causes more spawning, 0 to disable spawning" which I thought applied to all the config spawning numbers.
Maybe change the config to:
"Wroughtnaut and Barako spawn inside structures and use Structure spawn rates therefore a smaller number = higher incidence of structure spawning."
and
"All other mobs use default minecraft mob spawning, so a higher number means more spawning."
I see. I didn't realize this was so confusing for people. I'll be sure to make it clearer for the next patch.
Hey Bob is the angler fish mob confirmed or not i really like the idea!
That depends what you mean by confirmed. I don't plan on adding it soon, but it's something I'd like to make eventually.
I'm not very excited by the idea in its current state, however.
1-is it assumed that the phoben and the stalkers will be mobs of fear?
2-Have you thought about if you also fill the island with mushrooms cow with some mob?
3-you eliminated the crystal skullters from the plans of the mod.
Was it because of the grottols?
1. I don't know what you mean by "mobs of fear". The Phoben uses "fear magic" to disarm and stun its enemies, but the stalkers do not. Both mobs will be slightly scary, though.
2. No, I feel like mushroom islands already have enough uniqueness to them. Besides, they're so rare; players would barely encounter what I make there.
3. Grottols are crystal skuttlers. Is this what you are asking?
I think for making it less confusing you could add like “higher numbers for more spawning” only on the creatures that actually do spawn more if higher numbers are added and like the barako and the wroughtnauts already have a title so that’s fine.
Yeah, I see what you mean. I'll be sure to do that.
That depends what you mean by confirmed. I don't plan on adding it soon, but it's something I'd like to make eventually.
I'm not very excited by the idea in its current state, however.
I don't know what has been said about an Angler Fish up until now, but I was just given this idea:
An angler fish with a lantern that is pitch black and absorbs light instead of spreading it.
Any entity coming close to it or trying to attack it could temporarily get the Blindness effect as the fish starts circling the entity as a counter-attack.
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1-is it assumed that the phoben and the stalkers will be mobs of fear?
2-Have you thought about if you also fill the island with mushrooms cow with some mob?
3-you eliminated the crystal skullters from the plans of the mod.
Was it because of the grottols?
1. I don't know what you mean by "mobs of fear". The Phoben uses "fear magic" to disarm and stun its enemies, but the stalkers do not. Both mobs will be slightly scary, though.
2. No, I feel like mushroom islands already have enough uniqueness to them. Besides, they're so rare; players would barely encounter what I make there.
3. Grottols are crystal skuttlers. Is this what you are asking?
1-Yes
2-if it's a good point that I thought
since it is so rare that almost no player finds it
Not too long ago I stumbled across a mob suggestion of a Necromancer. I saw it's potential and with some modifications I re-shaped the idea.
The Necromamcer. This dark mage can be found in a Necromantic tower located in a swamp. He patiently waits for players to visit him, so he can teach players the dark arts of Necromancy. When the necromancer is approached by a player, a message will display, that's the necromancer asking you to become his disciple. If you accept, you'll wield the powers of death, but if you refuse, than death awaits. If you join him, you can right click him to trade an undead mob head (wither skeleton, skeleton or zombie) for the precious Undead Totem. This totem is what actually will let you use Necromancy. When you receive the totem, you'll get some passive abilities.
PASSIVE ABILITIES
Ally Of Undead: You'll not get attacked by undead mobs
Soul Collector: For every mob killed, your totem will be filled with one soul (max 20) Killing undead mobs will give you no souls.
ACTIVE ABILITIES
Death Orb: This will lunch a purple death orb towards the targeted enemy, damaging him and healing you for the same amount as damage delt. This also applies wither to the target.
Decay Rune: The user places a 3x3 sircular rune on the ground with a skull symbol, that damages all alive mobs and heals all undead that touch the rune.
Undead Rise: You summon 2-5 undead mobs (Zombie or Skeleton). The undead rise from the ground like they're trying to get out of a grave. They can only be summoned on grass (any type) or dirt (any type).
Phantom Call/or Rottening Naga
Phantom Call will make a black cloud appear in the sky and 1-3 phantoms will come out of it attacking the enemy.
Rottening Naga does the same thing, but it summons an undead version of the naga that throws wither spits at you instead of poison.
Each ability needs an amount of souls. Passive Abilities don't. Death Orb needs 2 souls, Decay Rune needs 4 souls, Undead Rise needs 5 souls, Phantom Call/or Rottening Naga needs 8 souls.
Using Necrommcy is all about supporting your Undead army. They are your key to victory. While killing other mobs or players to gain souls, you'll need to carefully decide when to summon your undead, when to upgrade to a stronger undead and when to attack enemies to heal yourself and your undead. Now if you refuse to join him, the necromancer will attack you using the abilities that Necromancy offers in an attempt to kill you. Defeating the necromancer will grant you his robes which give you permanent night vision and gives you Ally of Undead passive ability. So if you're looking to learn the dark ark be sure to pay a visit to the necromancer and don't kill him as when you kill him your totem will be destroyed when you die.
As for his design I think of some dark looking figure with dark robes and a skeletal body holding a staff. In my mind it looks like the minecraft character Dreadlord
Rongy, a creature of Nether: They are spawn in lava, look like just a lot lava at first, they will try to land, then their skin will freeze little by little(turn into obsidian), it will make it stronger and stronger, but you can make its freeze speed slow down by attacking it. After a while, such as an arrow or snowball can't make it hurt(rebound). When its skin turns into obsidian completely, your attack can't hurt it, but it can make its armour rend. It will make the monster go back to the last stage. (If it touches water, its skin will turn into obsidian quickly.)
Response to Mowzie:
i can understand "no variants without a proper idea"
Some things to list out:
If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken.
Metroids and Lanterns look a lot like each other not just because floating blobs, but because of the smaller cubes/orbs inside them
Phantoms are quite probably fully aware that naga are much more dangerous than any insomniac player, and would quite probably fight them for self-defense so they don't die later.
Response to Mowzie:
i can understand "no variants without a proper idea"
Some things to list out:
If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken.
Metroids and Lanterns look a lot like each other not just because floating blobs, but because of the smaller cubes/orbs inside them
Phantoms are quite probably fully aware that naga are much more dangerous than any insomniac player, and would quite probably fight them for self-defense so they don't die later.
"If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken."
That just sounds really arbitrary. Would the Grottol not taking any damage be enough?
Also, how exactly are they a threat? Naga don't even attack anything other than the player (and fish once the mod updates to 1.13), not to mention that Phantoms seem like they'd be just like 50% of the other mobs you encounter; not particularly intelligent, and attacks you out of territoriality/aggressive nature or ravenous hunger.
Just released patch 1.5.3! This should resolve many of the issues from previous 1.5 versions. Please report back to me to confirm that things are working.
Thanks for your patience!
I'll go through comments and suggestions soon, just a bit busy atm.
I don't know what has been said about an Angler Fish up until now, but I was just given this idea:
An angler fish with a lantern that is pitch black and absorbs light instead of spreading it.
Any entity coming close to it or trying to attack it could temporarily get the Blindness effect as the fish starts circling the entity as a counter-attack.
2-if it's a good point that I thought
since it is so rare that almost no player finds it
3-yes this is my question
1. "Yes"? I did not ask a question. I hope I answered yours, though. Is this what you are confirming?
2. I'm sorry, I don't understand.
3. Ah. Then yes, I removed the Crystal Scuttlers from the plans because I added them in the form of grottols.
Not too long ago I stumbled across a mob suggestion of a Necromancer. I saw it's potential and with some modifications I re-shaped the idea.
The Necromamcer. This dark mage can be found in a Necromantic tower located in a swamp. He patiently waits for players to visit him, so he can teach players the dark arts of Necromancy. When the necromancer is approached by a player, a message will display, that's the necromancer asking you to become his disciple. If you accept, you'll wield the powers of death, but if you refuse, than death awaits. If you join him, you can right click him to trade an undead mob head (wither skeleton, skeleton or zombie) for the precious Undead Totem. This totem is what actually will let you use Necromancy. When you receive the totem, you'll get some passive abilities.
PASSIVE ABILITIES
Ally Of Undead: You'll not get attacked by undead mobs
Soul Collector: For every mob killed, your totem will be filled with one soul (max 20) Killing undead mobs will give you no souls.
ACTIVE ABILITIES
Death Orb: This will lunch a purple death orb towards the targeted enemy, damaging him and healing you for the same amount as damage delt. This also applies wither to the target.
Decay Rune: The user places a 3x3 sircular rune on the ground with a skull symbol, that damages all alive mobs and heals all undead that touch the rune.
Undead Rise: You summon 2-5 undead mobs (Zombie or Skeleton). The undead rise from the ground like they're trying to get out of a grave. They can only be summoned on grass (any type) or dirt (any type).
Phantom Call/or Rottening Naga
Phantom Call will make a black cloud appear in the sky and 1-3 phantoms will come out of it attacking the enemy.
Rottening Naga does the same thing, but it summons an undead version of the naga that throws wither spits at you instead of poison.
Each ability needs an amount of souls. Passive Abilities don't. Death Orb needs 2 souls, Decay Rune needs 4 souls, Undead Rise needs 5 souls, Phantom Call/or Rottening Naga needs 8 souls.
Using Necrommcy is all about supporting your Undead army. They are your key to victory. While killing other mobs or players to gain souls, you'll need to carefully decide when to summon your undead, when to upgrade to a stronger undead and when to attack enemies to heal yourself and your undead. Now if you refuse to join him, the necromancer will attack you using the abilities that Necromancy offers in an attempt to kill you. Defeating the necromancer will grant you his robes which give you permanent night vision and gives you Ally of Undead passive ability. So if you're looking to learn the dark ark be sure to pay a visit to the necromancer and don't kill him as when you kill him your totem will be destroyed when you die.
As for his design I think of some dark looking figure with dark robes and a skeletal body holding a staff. In my mind it looks like the minecraft character Dreadlord
I'm sorry, but these changes really don't address any of the issues I had with the original Necromancer suggestions.
I still feel like a mob head is a small price to pay for such a powerful ability. I also don't see any merit to giving the player a choice of fighting him or allying with him, as fighting him risks the player's life and rewards them far less. The design you've proposed isn't any less generic or any more interesting than the last one.
I see that you've added an active ability to summon phantoms and undead nagas. Phantoms I understand - they are undead creatures in Minecraft's world. But an undead naga variant seems forced to me. Nagas don't have anything to do with necromancy; why would there be an undead variant? Wouldn't an entirely new undead creature make more sense?
Rongy, a creature of Nether: They are spawn in lava, look like just a lot lava at first, they will try to land, then their skin will freeze little by little(turn into obsidian), it will make it stronger and stronger, but you can make its freeze speed slow down by attacking it. After a while, such as an arrow or snowball can't make it hurt(rebound). When its skin turns into obsidian completely, your attack can't hurt it, but it can make its armour rend. It will make the monster go back to the last stage. (If it touches water, its skin will turn into obsidian quickly.)
Ooh, this is pretty neat. It plays off of a rule players already understand to create an interesting interaction.
Hm, but I feel like players are already trying to damage the mob by hitting it, which is exactly how to beat the freezing mechanic. This would mean that the freezing mechanic won't actually influence how a player fights this mob besides giving the mob some bonus health. Maybe instead the mob could be invincible while lava, and has to be forced into water to harden it into cobblestone. Then the player could kill it with a pickaxe once it freezes.
2-if it's a good point I thought
since it is so rare that almost no player finds it
3-if this is my question
bobmowzie
1. "Yes"? I did not ask a question. Although I hope I have answered yours. Is this what you are confirming?
2. I'm sorry, I do not understand.
3. Ah. So yes, I eliminated the Crystal Scuttlers from the plans because I added them in the form of grottols.
neffread
1-yes, you answered my question
2-I mean you're right about how few players find the island cow mushroom
Thanks. But it can't place water in Nether, or it isn't a Nether mob. And I think we should use obsidian instead of cobblestone, it can make it seems more beautiful and stronger.
A fix is on its way.
Fixed for the next patch.
Ooh, this is pretty cool. It's a ranged boss mob with an emphasis on pushing the player around and disrupting movement with sand. I do feel like it has too many abilities; some of them are a bit redundant and others don't really play into the rest of the fight. Maybe other aspects could be tied in here, like mummy bandage attacks or a bigger role for the sarcophagus to bring more unity and variety.
I do feel like it's weakness mechanic is a bit similar to the naga and doesn't relate to the rest of the fight. Instead, it's emphasis on moving the player around could play into protecting itself from its weakness - maybe a vulnerable "core" appears during attacks that can't be hit if the player gets swept up in the sand.
I also don't really understand why the "rage state" is there. That mechanic has nothing to do with Egypt, pharaohs, sand, displacing players, etc.
The crown drop sounds like it would be fun. I like the idea that the power only works above a certain health as a balancing mechanic, but maybe that would make more sense for a different ability.
Hm, I don't know. I haven't tried.
My guess is they will still burrow away if you let them but they won't despawn by themselves. If you encase them somewhere they can't dig, they'll likely stay there.
This is a suggestion for a desert lizard creature, not a Pharaoh mob, yes?
I'm sorry, but this really isn't what I'm looking for. The design feels very generic to me, and the abilities sound more annoying than fun to fight against.
Hm, that wouldn't make much sense. I suppose it's possible though. Are you looking in roofed forests? They also spawn in biome-dictionary-tagged biomes with "forest" and "magical" tags.
A fix is coming.
That's good to hear, but of course won't do as a final fix. I think the problem will be resolved in the next patch.
By default, a higher number means more spawning. This is how Minecraft's vanilla mob spawning system works.
However, two of my mobs, the Wroughtnaut and Barako, do not use Minecraft's vanilla mob spawning and instead spawn inside structures. Structure spawn rates are inverted: a smaller number means they are allowed to spawn more.
So, the Wroughtnaut and Barako spawn rates need to be lowered to make more of them appear. This is indicated by the configuration file, where the words "# Barako Spawnrate: Smaller number causes more spawning, 0 to disable spawning" appear twice above only those two spawn rates. Note also that the name of the mob is listed with the comment to ensure that it is clear which mob this special condition applies to.
You aren't the first person to ask me this, so maybe I need to make this even clearer in the config file. Do you have any ideas how I can make this more apparent?
Foliaaths only spawn in darkness. This is to prevent them from spawning inside player farms and eating their livestock. You won't find any unless the game is at night. They also camouflage with the foliage, so they may be there even if you can't see them.
I don't really see why phantoms would target nagas. Aren't they attracted to insomnia?
I don't believe in creating mob variants without a real purpose to them. It always detracts from the uniqueness of the original mob. It seems like red foliaaths are just stronger versions of regular foliaaths, which you can achieve using the config file anyway.
Why would a foliaath die from biting a grottol? I don't see the logic here.
I don't really see much point in making the frostmaws and Wrougtnauts aggro each other. I feel like this would cause some problems and resolve none.
Lanterns look like metroids? Because they're floating blob creatures, I guess. I think the resemblance stops there. Lanterns are based on wish lanterns, though, not metroids.
I don't see a way to implement attackable tentacles, seeing as Minecraft only supports box-shaped hitboxes. Without that, I don't feel that the idea has much substance to it. I understand that it's rough; if you develop it a bit more feel free to share again.
Yeah, I got the idea from a Link Between Worlds. I won't be developing a separate mod for this, though, and any implementation in Mowzie's Mobs won't be explicitly Zelda-themed.
Sorry.
See above.
This is fixed for the next release.
No. Please read my response above.
I don't understand what you're asking for here...
This is another bug that has been fixed. You can see a full list of unresolved and resolved issues on the mod's Github page:
https://github.com/BobMowzie/MowziesMobs/issues
No, you report bugs on the mod's Github page, found here:
https://github.com/BobMowzie/MowziesMobs/issues
That's strange. I get very few nagas in my worlds. Is this a new world or is this after playing a while?
Do you have any mods installed that might impact mob spawning?
Feel free to adjust the spawn rate in the configuration file.
The nagas fit perfectly like a small fight anywhere in Minecraft, even at the bottom,
and that the grottols are captured is a very good idea, it's as if they were a living diamond.
Note
I did it experimenting is not that it fits very well to see a giant snake with wings inside
I do not understand what you're asking here ...
bobmowzie just wanted to say that the nagas are good as a simple mob I did not ask for anything.
in the next message I post will be about a request or if I see a bug that has not been reported
Oh! Thank you.
That's okay! Post about whatever you want. I was just confused.
The overspawning nagas is in new worlds and existing worlds where new coastal chunks are explored, I dont have any mods that could affect Mob spawning. I did however change the config spawn rates to make them rarer - the reverse effect seems to have been applied?
It appears I was confused by the line "Smaller number causes more spawning, 0 to disable spawning" which I thought applied to all the config spawning numbers.
Maybe change the config to:
"Wroughtnaut and Barako spawn inside structures and use Structure spawn rates therefore a smaller number = higher incidence of structure spawning."
and
"All other mobs use default minecraft mob spawning, so a higher number means more spawning."
Hey Bob is the angler fish mob confirmed or not i really like the idea!
1-is it assumed that the phoben and the stalkers will be mobs of fear?
2-Have you thought about if you also fill the island with mushrooms cow with some mob?
3-you eliminated the crystal skullters from the plans of the mod.
Was it because of the grottols?
Thanks
I think for making it less confusing you could add like “higher numbers for more spawning” only on the creatures that actually do spawn more if higher numbers are added and like the barako and the wroughtnauts already have a title so that’s fine.
I see. I didn't realize this was so confusing for people. I'll be sure to make it clearer for the next patch.
That depends what you mean by confirmed. I don't plan on adding it soon, but it's something I'd like to make eventually.
I'm not very excited by the idea in its current state, however.
1. I don't know what you mean by "mobs of fear". The Phoben uses "fear magic" to disarm and stun its enemies, but the stalkers do not. Both mobs will be slightly scary, though.
2. No, I feel like mushroom islands already have enough uniqueness to them. Besides, they're so rare; players would barely encounter what I make there.
3. Grottols are crystal skuttlers. Is this what you are asking?
Yeah, I see what you mean. I'll be sure to do that.
Mowzies are the Wroughtnaut women?
"these heavily armored knights are not men nor are they statues"
so they are women
I don't know what has been said about an Angler Fish up until now, but I was just given this idea:
An angler fish with a lantern that is pitch black and absorbs light instead of spreading it.
Any entity coming close to it or trying to attack it could temporarily get the Blindness effect as the fish starts circling the entity as a counter-attack.
Are you denying that there are more than two genders?
This is the internet and you are playing with fire.
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"I let people see how horrendous my code is specifically so it can become less bad." ~ Spirit 2018-10-18
"Never, ever, EVER give a maid a bazooka..." ~ CaerMaster 2018-02-10
"When in doubt read Zsashas' Signature " ~ Vadis365 2016-09-09
"Your post count reflects your uncertainty more than it does your knowledge." ~ Me
1-Yes
2-if it's a good point that I thought
since it is so rare that almost no player finds it
3-yes this is my question
Not too long ago I stumbled across a mob suggestion of a Necromancer. I saw it's potential and with some modifications I re-shaped the idea.
The Necromamcer. This dark mage can be found in a Necromantic tower located in a swamp. He patiently waits for players to visit him, so he can teach players the dark arts of Necromancy. When the necromancer is approached by a player, a message will display, that's the necromancer asking you to become his disciple. If you accept, you'll wield the powers of death, but if you refuse, than death awaits. If you join him, you can right click him to trade an undead mob head (wither skeleton, skeleton or zombie) for the precious Undead Totem. This totem is what actually will let you use Necromancy. When you receive the totem, you'll get some passive abilities.
PASSIVE ABILITIES
Ally Of Undead: You'll not get attacked by undead mobs
Soul Collector: For every mob killed, your totem will be filled with one soul (max 20) Killing undead mobs will give you no souls.
ACTIVE ABILITIES
Death Orb: This will lunch a purple death orb towards the targeted enemy, damaging him and healing you for the same amount as damage delt. This also applies wither to the target.
Decay Rune: The user places a 3x3 sircular rune on the ground with a skull symbol, that damages all alive mobs and heals all undead that touch the rune.
Undead Rise: You summon 2-5 undead mobs (Zombie or Skeleton). The undead rise from the ground like they're trying to get out of a grave. They can only be summoned on grass (any type) or dirt (any type).
Phantom Call/or Rottening Naga
Phantom Call will make a black cloud appear in the sky and 1-3 phantoms will come out of it attacking the enemy.
Rottening Naga does the same thing, but it summons an undead version of the naga that throws wither spits at you instead of poison.
Each ability needs an amount of souls. Passive Abilities don't. Death Orb needs 2 souls, Decay Rune needs 4 souls, Undead Rise needs 5 souls, Phantom Call/or Rottening Naga needs 8 souls.
Using Necrommcy is all about supporting your Undead army. They are your key to victory. While killing other mobs or players to gain souls, you'll need to carefully decide when to summon your undead, when to upgrade to a stronger undead and when to attack enemies to heal yourself and your undead. Now if you refuse to join him, the necromancer will attack you using the abilities that Necromancy offers in an attempt to kill you. Defeating the necromancer will grant you his robes which give you permanent night vision and gives you Ally of Undead passive ability. So if you're looking to learn the dark ark be sure to pay a visit to the necromancer and don't kill him as when you kill him your totem will be destroyed when you die.
As for his design I think of some dark looking figure with dark robes and a skeletal body holding a staff. In my mind it looks like the minecraft character Dreadlord
It's fine for nagas who do not leave their spawn place
so it's easier to find them
Rongy, a creature of Nether: They are spawn in lava, look like just a lot lava at first, they will try to land, then their skin will freeze little by little(turn into obsidian), it will make it stronger and stronger, but you can make its freeze speed slow down by attacking it. After a while, such as an arrow or snowball can't make it hurt(rebound). When its skin turns into obsidian completely, your attack can't hurt it, but it can make its armour rend. It will make the monster go back to the last stage. (If it touches water, its skin will turn into obsidian quickly.)
Response to Mowzie:
i can understand "no variants without a proper idea"
Some things to list out:
If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken.
Metroids and Lanterns look a lot like each other not just because floating blobs, but because of the smaller cubes/orbs inside them
Phantoms are quite probably fully aware that naga are much more dangerous than any insomniac player, and would quite probably fight them for self-defense so they don't die later.
haha unoriginal signature go brr
"If a folliath (a plant) were to bite a Grottol (a diamond shelled crab) it would get it's jaw broken."
That just sounds really arbitrary. Would the Grottol not taking any damage be enough?
Also, how exactly are they a threat? Naga don't even attack anything other than the player (and fish once the mod updates to 1.13), not to mention that Phantoms seem like they'd be just like 50% of the other mobs you encounter; not particularly intelligent, and attacks you out of territoriality/aggressive nature or ravenous hunger.
Just released patch 1.5.3! This should resolve many of the issues from previous 1.5 versions. Please report back to me to confirm that things are working.
Thanks for your patience!
I'll go through comments and suggestions soon, just a bit busy atm.
...What?
You know what else is not a man or a statue? A dog. This does not mean that Wroughtnauts are dogs.
Ooh that's kinda neat. I'll keep that in mind.
1. "Yes"? I did not ask a question. I hope I answered yours, though. Is this what you are confirming?
2. I'm sorry, I don't understand.
3. Ah. Then yes, I removed the Crystal Scuttlers from the plans because I added them in the form of grottols.
I'm sorry, but these changes really don't address any of the issues I had with the original Necromancer suggestions.
I still feel like a mob head is a small price to pay for such a powerful ability. I also don't see any merit to giving the player a choice of fighting him or allying with him, as fighting him risks the player's life and rewards them far less. The design you've proposed isn't any less generic or any more interesting than the last one.
I see that you've added an active ability to summon phantoms and undead nagas. Phantoms I understand - they are undead creatures in Minecraft's world. But an undead naga variant seems forced to me. Nagas don't have anything to do with necromancy; why would there be an undead variant? Wouldn't an entirely new undead creature make more sense?
Ooh, this is pretty neat. It plays off of a rule players already understand to create an interesting interaction.
Hm, but I feel like players are already trying to damage the mob by hitting it, which is exactly how to beat the freezing mechanic. This would mean that the freezing mechanic won't actually influence how a player fights this mob besides giving the mob some bonus health. Maybe instead the mob could be invincible while lava, and has to be forced into water to harden it into cobblestone. Then the player could kill it with a pickaxe once it freezes.
neffread
1-yes
2-if it's a good point I thought
since it is so rare that almost no player finds it
3-if this is my question
bobmowzie
1. "Yes"? I did not ask a question. Although I hope I have answered yours. Is this what you are confirming?
2. I'm sorry, I do not understand.
3. Ah. So yes, I eliminated the Crystal Scuttlers from the plans because I added them in the form of grottols.
neffread
1-yes, you answered my question
2-I mean you're right about how few players find the island cow mushroom
extra
What is this?
/ setblock ~ ~ ~ mowziesmobs: grottol
Thanks. But it can't place water in Nether, or it isn't a Nether mob. And I think we should use obsidian instead of cobblestone, it can make it seems more beautiful and stronger.